), Ravager, and Goblin Variants. These are the decks that pros will be smashing face with at big time tournaments. Throughout this article, I will be taking the course of good, old fashioned one colored decks.

Last time we discussed red and black as the two monocolored powerhouses of the format. Red being number one, black being number two. Well, number three is white. White has usually been a color that favors pairing itself with allies (particularly green and blue). But, in some cases white does work spectacularly alone. White is a slow color. I often find myself playing long games when a player with a preservative white deck sits across the table. White is the protection color. It wants to save itself until it can build up enough mana for something substantially threatening. White wants to see everything play out, survive the mainstream threats, and then figure out how to defend itself, and ultimately win the game. This is displayed by the many white spells that either: gain life, prevent damage, reset the board, or have massive effects (examples=sacred nectar, master healer, Wrath of God

Playing this deck may seem challenging at first, but trust me, if you can grasp the concept of control, you can play this deck. Just keep the opponents threats at bay, until your win condition is apparent. Most of the time that win condition will be a Decree or Eternal Dragon

Goblins- I'm not at all worried about this decks performance against goblins due to the massive amount of answers to creatures provided. Basically, save a mass creature killer until the opportune moment.

, O. Stone, or something similar. I don't think there is any artifact destruction in white, but in case I'm missing one, be sure that you at least consider it for sideboard possibilities.

The next best monocolor in the format would be green. It's a bit tough to build a monogreen deck as it is a color of multiple angles right now. Perhaps the best option is elves, after all, elf and nail kicks butt right? Then again, Skullclamp

is banned. You could cast fat creatures using the numerous mana accel, among other things. You could just go with an anti-artifact strategy right now and probably still succeed, the ravager decks would be devastated while you sat there with a sadistic smile on your face. However, I decided that a different deck fit my tastes.

is sick. Here's a scenario: Turn one- forest, pioneer (pioneers ability).Turn two- forest, vanguard and another elf. Already three elves and one of them is gonna get really big. My hope is that this deck would be too quick for any other deck, with the creatures multiplying with the one-drop mayhem. Oxidize

is there to speed up the process, so to speak. The greatest thing about this deck is that it should cost you next to nothing. None of the cards are too popular right now, which makes your deck that much more of an ambush.

The final color is blue. Blue is complicated. Basically, blue needs to learn everything it can about well, everything. From psychology, to mental conception, to cardplay, blue always tries to learn. Blue can usually do everything solo, but it is not well balanced. There is a severe difference between a crud blue card and a broken one, with no gap in between. Since Wizards tries to limit the amount of broken one's (unlike what has happened in the past), blue has become some what of a buddy color. Since it has been shut down, blue basically gets paired with other colors for card draw and counter (think Thoughtcast

). However, there are exceptions. For this format, an old strategy will be reincarnated. It is called fish. Back in the day, people used merfolk in a deck as little beatsticks backed with counter. The new variant of this deck uses cheap little creatures that are tough to kill as bait, and draw out the big spell while your little creatures smash it up. Some cards are a double whammy like Spiketail Hatchling